DOWNLOAD NOTE: Regarding custom sprites, you'll need them to account for the fact that you're riding the sled in order for them to use correct interaction (this can be done by searching a LDA $140D and adding an ORA $freeram below, where you change freeram to the actual value. This isn't needed if the sprite uses the default game's interaction).
- No more than one request per person in total; I won't make more than one thing for you.
- Sprites are PIXI only for this C3 unless GIEPY updates.
- Requests must be within a reasonable scope. No bosses, no new mechanics, no deep changes into the SMW engine. (I can decide what is and isn't acceptable if you have doubts)
- No rushing me. Surprisingly, I'm human!
Failure to understand these rules will result in something from me telling you to change your request, to simply ignoring/blacklisting you. It be like it is.
Forgive me if this is a bit too complex but I hope it isn't.
Request - Jet Sled
Type - Sprite
Tool - PIXI
Previous Context - https://smwc.me/1460330 (which many didnt got fufilled that time due to external factors involved in that one)
Preview Mockup: (uses a pose seen in one of the castle destruction scenes, here it is edited for my purposes)
Graphic File - https://bin.smwcentral.net/u/5831/C3%2BJet%2BSled%2BInformation.zip(SMW Redrawn style, though you can paste it to a regular one, replaces some tiles on GFX01)
Desription - From Mega Man 8 (FC ver. used tho for simplicity), this infamous gimmick when mounted on by contact, the screen starts to autoscroll which the speed of the jet sets the autoscrolling speed (e.g fast jet = fast autoscroll). However for SMW, I would like to suggest a few additional things for this since I believe it can work much better with a Mario context with the right kind of improvements. My CLDC level last year (Reactive Factory) is a very rough draft of the idea that looking back could use more fine-tuning which is what this request is right now. (P.S. - If you want me to send you the sprite in question as a reference I will PM it to you).
First off, it should have an extra byte property that determines it scrolls left or right, with it not set it should be scrolling right by default. It also should have defines on the speed of the autoscroll, the duration of how many screens it will travel before it terminates itself and resumes the normal scrolling of the camera settings of the level it is in, as well as the speed of which you can use the left or right arrows to position the jet sled on the screen.
Secondly, because we are designing for a Super Mario World context instead of Mega Man (in Mega Man, it is more leaning towards precise run and gun-platforming, Mario allows for more leeway in being less precise with its platforming), id like to ask that the player be able to mount/dismount the sled like mounting/dismounting Yoshi, but instead dismounting terminates the sprite and mario takes normal damage without any of the protections vanilla Yoshi offers (such as a koopa shell being kicked toward's the player's hitbox), able to duck to pass-through 1-tile high passages (but cant slide down any sloped surface when pressing down to duck), able to hold items while on the sled (if it is possible, if not..disregard that part), be able to spin jump off of enemies that cant be stomped, use Fire Flower/Cape Functions (with cape its to lower the speed of descent while flower its to shoot enemies as normal), and also configure hitbox size (if possible, ideally the hitbox is where the player character is on the sprite)
-------------------- On Pixel Art Requests: I generally do not accept free work unless I either have the time, if I see your project worth my time to contribute towards, and that is usually me doing the approaching to you on that second part. I do not accept speculative work as I do have various art I made on-hand with me. I am more receptive to paid work and equivalent exchange of resources (trades) in which case, you can DM me wherever I have an active presence on for the details and we can work something out. If not, then don't DM unless absolutely necessary.
A Thwomp that falls down when you jump while it is onscreen rather than when you get near it, but acts the same as a regular Thwomp otherwise. Ideally should use a different palette row to differentiate it from a regular Thwomp.
Like hopping Koopa, it's a rex that has wings and it hops. Depending on X axis, it'll jump either low or high (can also be based on bit 2 or 3).
-------------------- Are you an ASM coder and want a boost on your Steam, Switch, PS4, or Xbox One accounts? Private Message me for details. (I also offer SMW Custom Songs in exchange for ASM! I don't do ports though unless it's to remix.)
Want progress on 100 Rooms of Enemies: The Nightmare Edition? Go here to see.
Are you a sample porter and wanna help with 100 Rooms of Enemies: The Nightmare Edition? Private Message me or Mellonpizza for details. Expect trading or boosting in exchange. 4 more left.
Well, I guess it's my turn to post something in an ASM request thread for once.
I'd like to request those Ukiki enemies from the original Yoshi's Island games.
...Okay, there's more than one type, I know. Let me be more specific with my details. There's the Ukikis that run away from Yoshi, those that throw Needlenoses or bombs, those that spit watermelon seeds at Yoshi, whether they're on the ground or climbing on a wall, or those that rush towards Yoshi. That's a lot of work for one person, so I'll narrow it down to two choices.
One of my hacks would definitely benefit from the watermelon seed-spitting Ukiki, and the Ukiki that throws Needlenoses. So...yeah, I'd like to request those, if you're not willing to program all of these, which I'm sure you aren't.
Come help save Super Mario World Central Production 2 here!
Request - ration suply
Type - Sprite (common)
Tool - PIXI (or giepy if updates)
description is a box that slowy falls because a parachute, if you hit the box or the box falls to the ground the player can get the item otherwise if you hits/jumpover the parachute the item falls to fast until hit the item touches the ground and explode
taken from chofliter 3
the parachute can be imune or no to be destrolled whit a hit/jump
the box content
Description: Just like the vine, this block let’s you claim upward. If you go down, you will slide down faster. While Mario is grabbing the pole, the climbing animation acts like the Specter of Torment-styled Wallclimbing and Walljumping patch, and he can turn both sides like the SMB1 vine. So this block is not a climbing net.